A glowing ward of scintillating blue comes into existence and is visible to those with Psi/Sorcery 5+ and automatically sensed by those with Eerie 5+, hovering about fifteen feet above the ground.

All creatures entering the permanent area of effect of this ward are unable to take hostile action, be it so much as shoving someone. This effect can be overcome via incredible willpower by sacrificing 1 XP and sustaining 1 point of Shock to both Head and Torso (or 2 Shock to creatures with Corpus). These XP and injury effects occur per attack. A multi-attack of three sword strokes costs 3 XP and inflicts 3 Shock to both Head and Torso. Those without XP available to sacrifice cannot overcome this ward's effect.

The arcanist/psionicist responsible for a particular Pacifying Ward is immune to its effect. Two such wards' areas of effect cannot overlap. If their radii would cause overlap, consider the area they share in common to be governed only by the ward cast earliest.

A single caster or psionic devotee cannot have more than Psi/Sorcery Pacifying Wards in existence at any given time. If the establishment of a new Pacifying Ward would exceed this limit, the new ward can be established but the caster/devotee must choose one of his pre-existing wards and allow it to collapse.

This spell/psionic devotion is quite potent, and in cities and towns its use is prohibited except in temples and governmental buildings. Such structures often do not have such a ward established.

The Exchange on the third floor of the Apex Arcology has a Pacifying Ward.

You snuff the lifeforce of up to Faith creatures within range. All of them collapse, lifeless. The only way a target avoids this fate is if it generates at least a Width-4 Body+Vigor success. If the target has any virtual dice associated with its Body+Vigor roll, the normal options regarding virtual dice apply.

If a target is inimical to the Omnipotent One, it suffers a 2D penalty on its Body+Vigor roll.

Those lucky souls who succeed in their Body+Vigor roll aren't killed, but have all but one Wound box in their head and torso filled with Killing damage.

In place of one of these Faith targets, you may substitute 9 Mooks, and they don't get to roll Body+Vigor. A PC using this devotion has to make his best guess about which combatants are and are not Mooks.

When the devotee successfully invokes this devotion, he gains 09 SEP, and may automatically invoke one of the 1st, 2nd or 3rd Intensity Faith devotions known to him.

The caster calls forth three baleful bolts of energy and sends each streaking toward a separate living target. Each bolt strikes center of mass unerringly, no Dodge possible. The bolt inflicts 3 Killing and 3 Shock, then jumps to the next nearest living target and inflicts 2 Killing and 2 Shock. If more than one target shares equidistance, determine the 'jumped to' target randomly.

If caster's Sorcery or Psi is 10+, a third jump occurs for 1 Killing + 1 Shock to targets.

If caster's Sorcery or Psi is 14-17, then after the third jump all targets that have been struck suffer an additional 1 Killing + 1 Shock.

If caster's Sorcery or Psi exceeds 17, then after the third jump all targets that have been struck suffer an additional 2 Killing + 2 Shock.

AR can reduce the Killing damage, but not the Shock. Casters tend to direct the bolts to a cluster of enemy combatants, in order to save comrades from becoming victim to a jumping bolt. Ideally, a cluster of three enemies is targeted.

The following schematic shows a cluster of three foes targeted with this spell by a Sorcery 7 caster. In this arrangement of foes, E1 through E3 suffer, respectively, 5 Killing + 5 Shock; 7 Killing + 7 Shock; 3 Killing + 3 Shock:

This isn't your daddy's Advanced Dungeons & Dragons fireball. Mages are able to cast this spell earlier in their careers than the Faithful (go figure). This ball of fire erupts from a point within range chosen by the caster/devotee and immediately expands to fill a circle twenty-five feet in diameter. Any living creatures caught within this area of effect suffer Width Killing to every body location.

If the creature can generate a Body + Endurance roll success whose Height matches or exceeds the Fireball's success roll, it only suffers Width Shock to every body location.

If the creature generates a success on Body + Endurance, but not one whose Height meets or exceeds that of the Fireball's roll, a single point of the Killing damage can be changed to Shock instead. The creature gets to choose the location.

For every point of Faith or Sorcery above the minimum required to cast (8 or 6, respectively), the spell inflicts one additional point of Killing damage. The creature affected gets to choose where to apply these. These additional points are unaffected by the success or failure of the creature's resistance roll.

The Intensity of Mass Stroke varies with the number of targets you attempt to affect. For each individual you seek to affect, up to six maximum, the devotion is +1 Difficulty, to a maximum of Difficulty 6.

This attack will, potentially, prove effective on any creature with an organic brain and circulatory system.

Roll your Command + Psi. If you get a Success that meets or exceeds the Height needed for Difficulty, each individual targeted may be affected:

If target produces 3 or more Gobble Dice of sufficient Height with (Command + Psi) or (Body + Endurance) pools, target is unaffected.

If 2 Gobble Dice of adequate Height are produced, target still suffers 2 Killing to Head and 4 Killing to Torso.

If a single Gobble Die of sufficient Height is produced, target suffers 3 Killing to Head and 6 Killing to Torso.

If no Gobble Dice are produced, or at least none of sufficient Height, target dies instantly of cerebral hemorrhage.

A combination of running and walking in which the total run distance is 3.35 miles. Be sure to take note of the distance you've walked up to this point today, as recorded by your FitBit or other device. After the full hour of this run-walk, we'll see if the treadmill's readout of elapsed distance is the same as your FitBit's. If not, you'll need to adjust your FitBit's stride length setting accordingly.

The End
Great job! You have accumulated 3.35 mi. of run distance, and roughly 5.50 miles overall distance during this hour's workout! Great cardio! Now reset the treadmill and do fifteen minutes of cool-down at a comfortable walking speed between 2.8 and 3.8 mph.

Because it is of high difficulty (Difficulty 5 to succeed), this devotion is most usually undertaken by 3-5 devotees (five max), who join hands while beseeching. When multiple devotees attempt the devotion jointly in this fashion, Group Effort may be applied. This devotion may also be the recipient of a single successful Beseech Blessing devotion, or a lone Greater Blessing, but not both. If Group Effort is to be applied, all members of the effort must have minimum Faith 3.

If successful, a boon in the form of a +5D bonus is gained by the devotees involved in the beseeching for one specific purpose within the next 7 days' time: defeating the Necromancer of Lonce, or destroying the Cult of Ithrulg's stronghold in the city of Illuria. To be clear, this +5D is gained by each devotee involved in the Beseechment.

If the purpose given is specific enough, and the roll successful, those devotees who participated in beseeching the boon have +5D of bonuses they may use solely in pursuit of that stated, specific purpose within the next 7 days' time. If the purpose isn't specific enough, i.e., to be victorious over criminals we encounter or to triumph over wilderness challenges, then the boon is not granted.

Each devotee may choose to use the entire +5D on a single roll, or may split this into multiple rounds (+2D on this roll, +3D on that roll).

This devotion may be attempted as often as once weekly, but there can be no more than three such Boons granted to devotees in a year's time. Once that limit is reached, those devotees cannot participate in, or benefit from, another Beseechment until sufficient time has elapsed. Additionally, anyone seeking to participate in this devotion who is not a first-time participant must have increased their Faith skill by at least one point since the last time they were involved in this devotion.

The caster or psionic devotee causes an intensely hot sheet of flames to spring up at a two-foot radius around his body and immediately race outward in a circle, to a range of twenty feet. It moves too fast to be Dodged.

Any creature caught in the path of this effect suffers (Width + 2) Killing to each body location and — if the target is still alive and it fails to generate at least a single Success on a roll of (Body + Vigor) — dies.

A combination of running and walking in which the total run distance is 3.26 miles. Be sure to take note of the distance you've walked up to this point today, as recorded by your FitBit or other device. After the full hour of this run-walk, we'll see if the treadmill's readout of elapsed distance is the same as your FitBit's. If not, you'll need to adjust your FitBit's stride length setting accordingly.

The End
Great job! You have accumulated 3.26 mi. of run distance, and roughly 5.25 miles overall distance during this hour's workout! Great cardio! Now reset the treadmill and do fifteen minutes of cool-down at a comfortable walking speed between 2.8 and 3.8 mph.